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finalstraw

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Everything posted by finalstraw

  1. finalstraw

    October Round-up: #DayZDaily

    Engine-based Zombies?
  2. finalstraw

    October Round-up: #DayZDaily

    To be fair, it's no surprise people are getting a bit excited the cock teasing tweets, pictures and testing ever since "Final Lap". That was the 28th of Sep when he said that.
  3. finalstraw

    October Round-up: #DayZDaily

    Was I close? Nod once for yes, two nods for no.
  4. finalstraw

    October Round-up: #DayZDaily

    Perhaps it's a fake client that is artificially putting stress onto the server?
  5. finalstraw

    October Round-up: #DayZDaily

    That implied perfection, tsk tsk.
  6. finalstraw

    October Round-up: #DayZDaily

    Rockstar is one of the worst, they pretty much ignore everyone and and all feedback. Last time I checked they don't even have a forum.
  7. finalstraw

    October Round-up: #DayZDaily

    That speculated 5th Nov release seems extremely unlikely then.
  8. finalstraw

    October Round-up: #DayZDaily

    I'm curious, how do they intend to really stress out and test the performance of the 150 odd player server with only around 20ish testers?
  9. finalstraw

    Night time gameplay

    The main issues with night were: The torch (flashlight) mechanics were awkward. You couldn't hold a flashlight and pistol in each hand for example. Also you couldn't hold it steady, as soon are you run the players arms just wildly fly around.The availability of NVGs (made worse with duplication exploits in the early days). If the Torch (flashlight) mechanics have been changed (and some alternatives given) I'm sure people would enjoy the experience much more. NVGs should be rare because they give a stupidly huge advantage at night, the other reason if too many people have them they will just use the advantage to dick over the rest who don't. The advantage is fine... as long as very few of them exist (do you really need more than 1-2 per server?). Military grade NVGs would not exactly be common in the context of this game anyway. I think complaints about how dark it is are a bit silly frankly. It's dark at night, more so outside of a town/city... that's reality. Most people who did play night properly (not just change servers/play daylight only servers) know that it did get lighter after a while. Night adventures offered some of the most tense and memorable experiences I've had in the game. Those tense moments when people desperately throws out flares, hiding in the shadows, exchanges of gunfire and bumping into zeds.
  10. finalstraw

    October Round-up: #DayZDaily

    If the Twitter picture was the treat....what's the trick?
  11. finalstraw

    October Round-up: #DayZDaily

    The ride never ends...
  12. finalstraw

    October Round-up: #DayZDaily

    B-But what about the Moon? :(
  13. finalstraw

    October Round-up: #DayZDaily

    I want to believe.
  14. finalstraw

    October Round-up: #DayZDaily

    I admire that optimism.
  15. finalstraw

    DayZ SA/BIS games. Slicker presentation?

    Getting the functionality, readability and responsiveness nailed should take priority in a UI over looks everytime. Not everything is visual, you can often give great feedback with simple audio cues. I'm not concerned too much about the UI despite some of the menus and buttons looking a bit crude from what's been shown, but Arma/BI games normally do the job fine. My only real concern is the map and journal implementation (if at all), from what has been shown the map simply comes up full screen (during this time the player is immobile) and even has an awkward loading screen when it 'closes' (almost identical to the mod). What would be nice to see is perhaps turning the map into an object. For example: To view the map (or the pieces of it) you actually hold it up. You could move it around moving the mouse in the relevant direction, but the player can continue moving at a walking pace. Just using Far Cry as example, I'd hope the see the journal implemented in a similar fashion (if that's still a go).
  16. finalstraw

    October Round-up: #DayZDaily

    I think it hilarious how often players criticize the Arma2 visuals, yet when people post screenies they are often running the game with potato settings.
  17. finalstraw

    October Round-up: #DayZDaily

    I don't know why people get so worried, it's easy to see they have spent a lot of time creating all new models, props, animation. Much of it has an Arma3 look/quality to it despite being a mix and match custom version.
  18. finalstraw

    October Round-up: #DayZDaily

    Why do you think I said I hope this is a joke. Hue
  19. finalstraw

    October Round-up: #DayZDaily

    I hope that is a joke.
  20. finalstraw

    October Round-up: #DayZDaily

    Adorable. He thinks the release will see significant improvement, not be a waste of money and money sink. It's just a repackaged WarZ.
  21. Survival is still a secondary concern for most.
  22. finalstraw

    Night time

    The lack of decent real time servers is a problem. Poor server setups have been one of the biggest contributors of DayZ going downhill. It's a controversial thing to say but server setups can breed bad and lazy players. Then you have servers with Crosshair, third person and giving players too much starting gear. It just breeds players who only care about killing other people. It's not even banditry any more (robbing players for food/water etc), players are just killing others for sport nowadays because Survival isn't an issue.
  23. finalstraw

    Explain to me...EXPLAAAAIN TO MEEE

    Any Origins servers not using the baby settings?
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